public override void Reset() { vector3Variable = null; maxLength = null; everyFrame = false; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }
public override void Reset() { gameObject = null; position = null; // default axis to variable dropdown with None selected. x = new FsmFloat { UseVariable = true }; y = new FsmFloat { UseVariable = true }; z = new FsmFloat { UseVariable = true }; quaternion = null; euler = new FsmVector3 { UseVariable = true }; xAngle = new FsmFloat { UseVariable = true }; yAngle = new FsmFloat { UseVariable = true }; zAngle = new FsmFloat { UseVariable = true }; everyFrame = false; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }
public override void Reset() { getInfo = TimeInfo.TimeSinceLevelLoad; storeValue = null; everyFrame = false; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }
public override void Reset() { gameObject = null; position = null; everyFrame = false; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }
public override void Reset() { vector = null; magnitude = 1; failureEvent = null; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; everyFrame = true; }
public override void Reset() { fromVector = new FsmVector3 { UseVariable = true }; toVector = new FsmVector3 { UseVariable = true }; storeResult = null; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; everyFrame = true; }
public override void Reset() { float1 = null; float2 = null; operation = Operation.Add; storeResult = null; everyFrame = false; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }
public override void Reset() { gameObject = null; targetObject = null; maxSpeed = 10f; finishDistance = 1f; finishEvent = null; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }
public override void Reset() { vector1 = null; vector2 = null; operation = Vector3Operation.Add; storeVector3Result = null; storeFloatResult = null; everyFrame = false; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }
public override void Reset() { vector3Variable = null; addVector = new FsmVector3 { UseVariable = true }; everyFrame = false; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; perSecond = false; }
public override void Reset() { float1 = 0f; float2 = 0f; tolerance = 0f; equal = null; lessThan = null; greaterThan = null; everyFrame = false; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }
public override void Reset() { gameObject = null; vector = null; x = null; y = null; z = null; space = Space.World; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; everyFrame = false; }
public override void Reset() { base.Reset(); GameObject = null; Spline = null; SetOrientation = true; UseCache = false; Position = 0; Space = Space.World; PositionMode = CurvyPositionMode.Relative; Clamping = CurvyClamping.Clamp; everyFrame = false; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }
public override void Reset() { fromFloat = new FsmFloat { UseVariable = true }; toFloat = new FsmFloat { UseVariable = true }; interpolation = LerpInterpolationType.Linear; storeResult = null; everyFrame = true; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }
public override void Reset() { vector3Variable = null; vector3Value = null; x = new FsmFloat { UseVariable = true }; y = new FsmFloat { UseVariable = true }; z = new FsmFloat { UseVariable = true }; everyFrame = false; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }
public override void Reset() { gameObject = null; vector = null; // default axis to variable dropdown with None selected. x = new FsmFloat { UseVariable = true }; y = new FsmFloat { UseVariable = true }; z = new FsmFloat { UseVariable = true }; space = Space.Self; everyFrame = false; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }
public override void Reset() { base.Reset(); gameObject = null; quaternion = null; vector = null; // default axis to variable dropdown with None selected. xAngle = new FsmFloat { UseVariable = true }; yAngle = new FsmFloat { UseVariable = true }; zAngle = new FsmFloat { UseVariable = true }; space = Space.World; everyFrame = false; updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate; }